My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Great!
Versatility
Good
F2P score
Mediocre

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Three Musketeers Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Giant Elixir Collector Three Musketeers Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Giant Three Musketeers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Hog Rider Giant Three Musketeers Skeleton Army
Giant Snowball
Bats Hog Rider Three Musketeers Skeleton Army Witch
Zap
Bats Three Musketeers Skeleton Army Witch
Barbarian Barrel
Three Musketeers Skeleton Army Witch
The Log
Hog Rider Three Musketeers Skeleton Army Witch
Earthquake
Hog Rider Elixir Collector Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Hog Rider Three Musketeers Skeleton Army Witch
Fireball
Hog Rider Elixir Collector Three Musketeers Skeleton Army Witch
Poison
Bats Elixir Collector Three Musketeers Skeleton Army Witch
Lightning
Elixir Collector Three Musketeers Witch
Rocket
Hog Rider Elixir Collector Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Elixir Collector Rage Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Three Musketeers Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Rage Skeleton Army Hog Rider Giant Witch Elixir Collector Three Musketeers

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Bats Rage Skeleton Army Hog Rider

Attack Synergies 5 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Hog Rider Giant Rage
Hog Rider
Bats Rage Giant Three Musketeers Witch
Giant
Bats Rage Hog Rider Three Musketeers Witch
Elixir Collector
Three Musketeers
Hog Rider Giant Rage
Rage
Hog Rider Giant Witch Bats Three Musketeers
Skeleton Army
Witch
Rage Hog Rider Giant

Defense Synergies 0 0

Bats
Hog Rider
Giant
Elixir Collector
Three Musketeers
Rage
Skeleton Army
Witch

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Skeleton Army Bats Three Musketeers Witch
Three Musketeers Skeleton Army Witch Bats
Three Musketeers Skeleton Army Witch Bats
Skeleton Army
Skeleton Army Bats
Bats Three Musketeers Witch
Three Musketeers Witch Skeleton Army
Skeleton Army
Bats Skeleton Army Witch
Three Musketeers Bats Witch
Skeleton Army Bats Three Musketeers Witch
Three Musketeers Skeleton Army Bats Witch
Skeleton Army Three Musketeers
Skeleton Army Three Musketeers
Three Musketeers Bats Skeleton Army Witch
Bats Three Musketeers Skeleton Army Witch
Witch Bats
Three Musketeers
Skeleton Army Bats Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Witch
Skeleton Army Bats Witch
Skeleton Army Bats
Three Musketeers Skeleton Army Witch
Bats Three Musketeers Witch
Skeleton Army Bats Witch
Skeleton Army
Bats Skeleton Army Witch
Witch Three Musketeers Skeleton Army
Bats Witch
Skeleton Army
Skeleton Army Three Musketeers Witch
Three Musketeers Skeleton Army Witch
Skeleton Army Witch Bats Three Musketeers
Bats Witch

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Bats Witch
Witch
Bats Three Musketeers
Three Musketeers
Three Musketeers Witch
Three Musketeers
Three Musketeers
Bats
Three Musketeers
Witch
Witch
Witch
Witch
Witch
Bats Witch
Bats Witch
Bats Skeleton Army Witch
Three Musketeers Witch
Three Musketeers
Three Musketeers
Bats Witch
Bats Witch
Witch

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